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DOFUS Touch
DOFUS Touch — cover
Turn-based tactical MMORPG

DOFUS Touch

Ankama Games, Wizcorp · Fantasy
StatusLive
ModelF2P
SpanishInterface only
Platforms

About the game

DOFUS Touch is the mobile version of DOFUS, Ankama's tactical MMORPG set in the World of Twelve. It isn't a watered-down port or a companion app: it runs on its own site and its own servers, with characters that never cross over from the PC version and an update track that goes its own way. If you're coming from other MMORPGs, the first shock is that nothing happens in real time: every fight is a turn-based board where one badly chosen tile gets you killed.

An MMORPG that plays like a board game

Combat plays out on an isometric grid, one turn at a time: each character spends action points to cast spells and movement points to reposition, and much of the fight is about pushing, pulling, breaking lines of sight, and stripping the enemy of exactly those points. There are 15 classes with sharply defined identities —summoners, trappers, healers, ranged controllers, pure melee— and the ceiling is level 200, with a spell tree split across several branches. Learning the game means learning to read the board before you touch the screen.

Fights are resolved turn by turn on an isometric grid.

There's as much game outside combat as inside it. Professions (gathering and crafting) prop up a player-run economy where the good gear is crafted and traded on markets with real supply-and-demand pricing; guilds and alignments organise the social side and PvP; and high-level dungeons assume a coordinated party with defined roles. It's an old-school persistent world, with far fewer signposts than a modern MMO and far more reliance on what you know and who you play with.

What you pay for and what you don't

It's free to play with no mandatory subscription, and that's the big split from DOFUS on PC: here the content is open from minute one. The premium currency is goultines, bought with real money and spent in the shop on cosmetics, boxes with duplicate protection, class-change potions and assorted conveniences. The bonus packs —which multiply experience and drop rates— are what nearly everyone ends up using to avoid endless levelling, but they can be paid for with kamas earned in-game thanks to player-to-player trading. Ankama avoids selling gear or high-value resources, so there's no direct stat pay-to-win: what you're mostly buying is time. Beyond that there are battle-pass-style seasons with errands and rewards, and Heroes Mode for running two characters from the same account. The studio spells the whole model out in its economy devblog.

Professions, markets and guilds carry much of the game outside combat.

Where it stands today

Close to a decade after launch, the game is still alive and developed on its own track: it gets patches that don't mirror the PC ones, seasonal events, and high-level content built for Touch. The endgame revolves around the Infinite Dreams-style labyrinth run structure —biomes, cross-server rankings and its own quest line— and the mobile client has picked up meaningful additions like the Heroes Mode mentioned above plus class balance passes. Ankama has also announced the first new class since the mobile version launched, something the community had been asking for for years.

The weak spot is population and bots. There have been server merges to pool players, and the studio went as far as restricting access to nearly every world, leaving a single one as the open entry point —an aggressive anti-botting move that also dictates where you can start. In practice the mid-to-high stretch (roughly level 140 to 190) feels empty: there isn't always anyone around to form a party, which pushes a lot of people into multiboxing. Add that it's mobile only: there's no official PC client, and the studio merely tolerates screen mirroring from your own device.

The World of Twelve keeps the series' art and humour on a touchscreen.

Who it's for

It's for anyone who wants an MMORPG you think through rather than react to: people who enjoy tactics games, long progression curves and player-driven economies, and who don't need a reward every five minutes. The mobile version has one concrete advantage for Spanish-speaking players: a large Spanish-speaking community, active guilds, and a game you can dip into in short sessions while the heavy progress happens in a group. It's a free download on the App Store and Google Play, and the first couple of hours tell you a lot.

It isn't for everyone, and that's worth saying plainly: the pace is slow, grinding is the norm, and several endgame goals assume you're playing with others or running multiple characters. The interface carries a PC game's legacy squeezed onto a small screen, and the learning curve —spells, resistances, recipes, markets— is steep and poorly explained in-game. If none of that scares you off, what's on the other side is a huge world with a genuine artistic identity and a combat system almost nobody else offers on mobile.

Screenshots

Artworks

Videos

Official DOFUS Touch trailer
The World of Twelve on mobile
Turn-based tactical combat in action

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